Professional Documents
Culture Documents
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 1
Background . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Summary .
Adventure Hooks .
Hooks . . . . . . . . . . . . . . . . . . . . 2
Fairy Berry .
Berry . . . . . . . . . . . . . . . . . . . . . . . . . . 2
The Oven .
Oven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Tracking .
Unique Flora & Fauna . Fauna . . . . . . . . . . . . . . . . . 3
Know Thy Enemy . . . . . . . . . . . . . . . . . . . . . . 4
Clue 1: Soggy Bottom .
Bottom . . . . . . . . . . . . . . . . 4
Clue 2: Toasted Buns .
Buns . . . . . . . . . . . . . . . . . 5
Clue 3: Sleazy Legalese .
Legalese . . . . . . . . . . . . . . . 6
The Battle Ahead .
Ahead . . . . . . . . . . . . . . . . . . . . . . 7
The Breadsmithy .
Breadsmithy . . . . . . . . . . . . . . . . . . . . . . 7
Wave 1: Crumbs . . . . . . . . . . . . . . . . . . . . . . 9
Wave 2: Rising Bread .
Bread . . . . . . . . . . . . . . . . . 10
Wave 3: Corporation Unleashed . Unleashed . . . . . . 11
Optional Ending:
Pa’izo the Great . . . . . . . . . . . . . . . . . . . . . 12
Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Treasure
Harvesting . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Harvesting .
Crafting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Crafting
Appendix A - Magic Items .
Items . . . . . . . . . . . . . . 14
Buzzkill . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Buzzkill . 14
Emberink Stationery . . . . . . . . . . . . . . . . . 14
Heart of Stone .
Stone . . . . . . . . . . . . . . . . . . . . . . 15
Wafer Shield . . . . . . . . . . . . . . . . . . . . . . . . 16
Appendix B - Spells .
Spells . . . . . . . . . . . . . . . . . . . . 17
Breadskin . . . . . . . . . . . . . . . . . . . . . . . . . . .
Breadskin . 17
Enrage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Enrage 17
Hasbrodeus’ Binding Lawsuit . Lawsuit . . . . . . . . . 17
Objection . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Objection 17
Paperwork . . . . . . . . . . . . . . . . . . . . . . . . . . .
Paperwork 18
Summon Crumbs .
Crumbs . . . . . . . . . . . . . . . . . . . . . 18
Water Cannon . . . . . . . . . . . . . . . . . . . . . . 18
Water Whip .
Whip . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Appendix C - Creatures .
Creatures . . . . . . . . . . . . . . . . 19
Bread golems .
golems . . . . . . . . . . . . . . . . . . . . . . . . 19
Bread Dragons .
Dragons . . . . . . . . . . . . . . . . . . . . . 22
Corporate Devils .
Devils . . . . . . . . . . . . . . . . . . . . 27
Legal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Fairy Berry
An aged and altruistic fey named Fairy Berry promised an
enormous pot of gold to any that would bring her its head.
Whichever hunt hook the party follows, the contact always
directs them to Fairy Berry, who has researched the Wizards’
unfair legal practices and is spearheading the counterattack.
2
The Oven
Within the Lotof’s End Desert is a vast flat expanse; Saltworms. These annelids live most of their lives
a long-desiccated lake bed known as The Oven. near underground aquifers, hundreds of feet below
Hemmed in on all sides by moisture-defying moun- The Oven’s parched surface. Prior to mating, they
tains, the ground’s cracked skin is decorated only break this dry crust at dawn and dusk, seeking to suck
by the sun-bleached bones of foolhardy travellers. It the salt off of passing, sweaty creatures. In his instruc-
is within this inhospitable kiln that Hasbrodeus has tional manual, Mud, Sweat, and Beers, Bear Frylls
located the lair-factory of its CEO: The Breadsmithy. notes that the best way to distract a ravenous salt-
The dry heat is perfect for baking bread golems, and worm is to pee on the ground and then flee quickly.
the freezing nights ensure an impenetrable finish to The saltworm will be attracted to the minerals in the
the crust. pee, giving you a head start on your escape.
Tracking
Finding The Breadsmithy is difficult and dangerous.
The Oven is infamous for creating distracting mirages
that draw the unwary off navigable paths, leading to
slow deaths through dehydration. After leaving the
village of Suala, a party requires two successes and
three checks to find the Breadsmithy, with each check
taking 8 hours.
Dehydration. When travelling through The Oven,
a creature needs three times as much water as usu-
al when travelling during the day, and two times as
much when travelling at night.
4
Clue 2: Toasted Buns
When the bread golems attacked, Rifika, the village
priest, tried to fight off the golems with his radiant
blade and fire magic. However, this only made the
golems hardier and more lethal. A wounded Rifika
sits next to the corpse of a blackened bread golem.
Inspecting the golem reveals that it has grown some
jagged, charcoal spikes where it was burnt.
6
The Battle Ahead The Breadsmithy
The Breadsmithy is visible from a great distance away, Like a zit on alabaster skin, this red-brick building
affording a party ample opportunity to rest and prepare rises up a good three stories and is the hub of bread
for the battle ahead. The battle against the inhabitants golem production for Wizards of the Toast. Due to the
of The Breadsmithy is divided into three consecutive mostly indestructible nature of the Breadsmithy’s ed-
phases called waves. When the party is close enough ifice, the only entrance into the factory is the ground
to see the factory, you can read aloud the following: floor door to the east. It is shut, but not locked.
Cracked and parched hexagons cover the Within the factory are a huge furnace (near the
east) and a large contraption that produces steam
ground in all directions, like the scales of an
(mid-west) to keep the humidity high enough to prove
impossibly large white dragon. A plume of rapidly the bread. The factory has three floors, though the
evaporating steam breaks the horizon, emanating combat herein occurs only on the lower two floors.
from a rectangular building visible only as a speck
at this distance. The faintest sounds of churning General Features
machinery and roaring beasts echo through the These general features are prominent throughout all
areas of the Breadsmithy unless otherwise noted in an
still, sweltering air, which seems to drain the
area’s description.
moisture from your tongue with each breath.
Ceilings, Floors, Walls, & Windows. There are three
stories, and each floor is approximately 12 feet high.
If the party approaches at night, read aloud the The ceilings, floors, walls, and windows are magically
following instead: reinforced (and well insured); a 5-foot section is only
destroyed if it takes 100 damage in a single instance.
The glowing lights of a distant building pick out
Doors. The factory’s doors are built of black, car-
the ridges of the cracked and warped plates of bonised bread. Locked doors can be opened with a
the dried white clay beneath you. Despite being successful DC 15 Dexterity (thieves’ tools) check or
but a distant speck on the horizon, the bustle forced open with a successful DC 15 Strength (Ath-
of activity is evident as workers pass in front of letics) check. Each door has AC 15, 18 hit points, and
immunity to poison and psychic damage. Pouring at
the windows, causing the lights within to flicker.
least 1 gallon of water on a door reduces its AC by 5.
The faintest sounds of churning machinery and
roaring beasts echo through the still, freezing Lights. The main furnace sheds bright light in a
30-foot radius and dim light for an additional 30 feet.
air, which seems to drain the moisture from your
There are no other lights, although large windows
tongue with each breath. allow plenty of illumination during the day.
Barrels & Crates. The barrels on Map 1. The
Helping Hand. At any point during the battle, Fairy Breadsmithy (page 8) contain 120 gallons of water
Berry can help the party by zipping by and sprinkling each. The various crates contain flour, salt, and dried
magic dust on them, granting creatures of her choice a yeast.
flying speed of 60 feet for 1 minute.
Hazard: Airborne Flour. If a crate is damaged,
roll a d6. On a 1-4, a plume of flour with a 10-foot
radius centred on the crate lasts until initiative count
20 of the next round (winning ties). If the damage that
triggered the release of the flour was fire damage, or
an open flame is in or moves into the affected area, the
area immediately explodes. Each creature in the area
must make a VDC Dexterity saving throw, taking
Vdam fire damage on a failure, or half as much dam-
age on a success.
Hazard: Furnace. A creature that enters the fur-
nace for the first time on a turn or starts its turn there
takes 3 x Vdam fire damage.
8
Wave 1: Crumbs Enemies
Entering onto the ground floor, the party encounters The enemies in this wave are the factory’s workers.
the workers of the factory—bread golems. They are Level 3. At 3rd level, the wave 1 combatants are:
each busy making dough from the ingredients in the • 2 dough golems* (CR 1)
crates and barrels, sculpting the dough into golems, or • 4 swarms of crumblings* (CR ¼)
baking those golems in the huge furnace. If no attempt
at stealth is made, the golems attack immediately. You Level 7. At 7th level, the wave 1 combatants are:
can read aloud or paraphrase the following when the • 3 breadnoughts* (CR 3)
party enter the factory:
• 3 dough golems* (CR 1)
The crackle of burning coals, the scent of hot Level 12. At 12th level, the wave 1 combatants are:
metal, and the thick humid air hits you like a • 3 chargoyles* (CR 6)
wall. Picked out by the red light of an enormous • 3 breadnoughts* (CR 3)
furnace, hulking figures sculpt dough into large, *See Appendix C
humanoid forms, drawing fresh ingredients from
the crates and barrels that crowd the room. As Tactics
you watch, two of these figures slide another The constructs swarm the players with little tactical
into the sweltering furnace, releasing the hearty awareness other than to use their high strength to
scent of baking bread as the door swings open. grapple creatures and put them into the furnace. They
attack without any sense of self preservation.
Mechanical apparatuses line the red brick walls,
and two metal staircases lead to the floor above. End of Wave
When the last construct is defeated, wave 1 ends.
A successful DC 10 Intelligence (History or Wave 2 begins at the start of the next round.
cook’s utensils) check recalls that air must be humid
for bread to prove, and so there must be water sources
within the factory.
Wave 2: Rising Bread
This wave sees Pumpernax wake from her slumber
atop the furnace and attack the party. Pumpernax can
be described as “A golden-brown dragon-like creature
adorned with conical horns, wings of sliced bread,
and a carbonised club at the end of its tail.” Once the
second wave begins, read aloud the following:
• 1 adult bread dragon* (CR 9) (GM’s choice) on a failure, or half as much damage on
a success.
• 1 dough golem* (CR 1)
Level 12. At 12th level, the wave 2 combatants are: End of Wave
• 1 ancient bread dragon* (CR 16) When Pumpernax is defeated, wave 2 ends, Has-
brodeus teleports into the office to the west of the
• 1 chargoyle* (CR 6)
second floor, and wave 3 immediately begins.
*See Appendix C
10
Wave 3: Corporation Unleashed
Hasbrodeus (and any corporate goons mentioned) Tactics
has teleported to the office in the second floor of the Hasbrodeus is extremely good at identifying the
Breadsmithy and emerges with all (metaphorical) guns strengths and weaknesses of potential enemies; for the
blazing. Hasbrodeus can be described as “a lifeless, purposes of tactics, it knows the saving throw mod-
corporate suit; a humanoid lump of mould and bread ifiers of all the creatures. It targets low-intelligence
wearing a ragged pinstripe three piece.” Once the martial enemies with its SLAPP action and uses its
third wave begins, read aloud the following: Revoke Contract legendary action against threatening
melee combatants, teleporting them high up so they
“Cease. And. Desist!” commands a faceless voice fall through to the ground floor. It uses its reaction
from the west. “You are infringing on WotT copy- as often as possible to prevent especially threatening
ri- excuse me. Trespassing on WotT property. You actions and counterspells. Hasbrodeus can use the lair
will sign an NDA, hand over 25% of all gold pieces actions of Pumpernax. It isn’t very wise and doesn’t
know when to back down, attempting to flee only
above 750, and submit all your toast recipes for
when reduced to one-tenth of its hit points or fewer.
processing. Or… you will die… of old age after I
file several sequential injunctions.” End of Wave
The wave ends when Hasbrodeus is defeated. You can
read aloud the following:
Enemies
In the final wave, the enemy is Hasbrodeus and, at In sputtering breaths, Hasbrodeus declares “I
higher levels, one or two corporate goons. thought I was fair. Lawful. I was voted Most
Level 3. At 3rd level, the wave 3 combatant is: Just Corporation, putting its… stakeholders…
• 1 Hasbrodeus (Count of Capitalism*, CR 5; first…” and evaporates into particles of greed,
Mythic CR 5) self-interest, and thinly veiled hatred for its
Level 7. At 7th level, the wave 3 combatants are: customers.
• 1 Hasbrodeus (Marquis of Misery* CR 9; Myth-
ic CR 9)
• 1 breadnought* (CR 3)
12
Treasure Harvesting
In the second floor office, is a treasure chest marked The following unique components can be harvested
“For use in case of strike action—buy off the ringleaders”. from a bread dragon, in addition to those normal for a
Attached to the underside of the desk is a long pack- construct.
age wrapped in sticky cloth. A note attached to the
package reads “In case of riots: use this and flee”. This Bread Dragon Unique Harvest Table
contains buzzkill, a magical sword (see Appendix A).
Component DC Component
The rarity of this item increases with the hunt’s level.
15 Bread dragon crust (3)
Breadsmithy Treasure Chest
The following unique components can be harvested
Hunt Level Coins Gems Buzzkill from Hasbrodeus and other corporate devils, in addi-
3rd 1d6 x 50 gp 1d4 x 25 gp Uncommon tion to those normal for a fiend.
7th 2d6 x 10 gp 1d4 x 100 gp Rare
Hasbrodeus Unique Harvest Table
12th 3d6 x 200 gp 1d4 x 500 gp Very rare
Component DC Component
The corpse of the bread dragon and Hasbrodeus can 15 Calcified corporate heart (1)
be harvested for components that can be crafted into
20 Phial of corporate cerebral fluid (5)
unique items. Use the rules in Heliana’s Guide to Mon-
ster Hunting for Harvesting and Crafting.
Crafting
The following items can be crafted from the components harvested from the bread dragon and Hasbrodeus.
Craftable Items
Wafer Shield Wondrous item Rare Required Bread dragon crust Robust 3,000
*This is the ‘off-the-shelf’ purchase cost and can vary significantly from the crafting cost.
Honey Coating. As an action while holding this Filtered from fiendish blood, this pot of fiery orange
sword, you can spend 1 charge to launch a spray of ink melts most mundane quills that dare to dip into its
sticky honey in a 20-foot cone. Each creature in the contents. Only its compatriot, the enchanted pitbat
area must succeed on a DC 15 Dexterity saving quill which forms part of the stationery, can contain
throw or be covered in honey until the end of its next the lava-like liquid. An emberink stationery is often
turn, when the honey dissolves. A creature covered in used as a training tool for new devils, promoting team-
honey has disadvantage on attack rolls and Dexterity work and the virtues of adhering to a contract.
saving throws, and its speed is halved. Charges & Charging. An emberink stationery can
Sugar Rush. While holding this sword, you can hold a maximum of 4 charges, contains 1d4 charges
spend 1 charge to cast the sugar rush spell. When you when found, and regains charges when the ink pot is
cast the spell in this way, it has a range of touch, as used to capture a fiend’s blood. As fiends’ bodies disap-
you feed some of the sword’s honey to the target. pear from the Material Plane on death, fiendish blood
Buzzkill
Michelle Mueller
14
must be extracted while the fiend is still alive. You can • Wrath (1 charge). While you and the creature
use an action to extract blood from a living fiend within are within 30 feet of one another, you both gain a
your reach. If the fiend is unwilling, the fiend must +1 bonus to attack and damage rolls. While you
be restrained or incapacitated and be below half of its are more than 30 feet apart, you both suffer a -1
maximum hit points. When blood is extracted in this penalty to attack and damage rolls.
way, the stationery regains a number of charges equal
to a roll of one of the fiend’s Hit Dice, and once it re- Once the stationery has been used to sign a glyph,
gains charges, it can’t do so again until the next dawn. the ink turns dark and it can’t be used again until
the current contract is complete (i.e., the hour has
Contractual Obligation. As an action, you can use
elapsed).
the stationery to write on the skin of a willing human-
oid. The ink burns into the flesh of your target, raking
Rare variant: Reduce the maximum number of
a cauterised scar, while an identical burn appears
charges to 2.
in a similar place on your own body. Both you and
the creature take 1 fire damage. Choose one of the
following glyphs and expend the appropriate number Heart of Stone
of charges; for 1 hour, you are both subjected to the Wondrous item, rare (requires attunement)
associated magical effects. Component: calcified fiend heart
• Ward (1 charge). While you and the creature are When a fiend dies near this fist-sized lump of obsid-
within 30 feet of one another, you both have a +1 ian, its soul is incarcerated within its inky confines.
bonus to AC. While you are more than 30 feet A creature that attunes to this petrified devil’s heart
apart, you both suffer a -1 penalty to AC. learns the name of any soul imprisoned within it and
• Warp (2 charges). While you and the creature can drain the soul’s lifeforce to create powerful magic.
are within 30 feet of one another, each affected However, with each interaction, there is always a
creature can choose whether it is enlarged or re- chance that the fiend can break free of this stony jail.
duced, as per the enlarge/reduce spell. An affected
The heart can be used as a spellcasting focus for
creature can use its action to return to normal size,
your spells.
or to enlarge or reduce itself if it’s already normal
size. While you are more than 30 feet apart, both
creatures return to their normal size.
Heart of Stone
Emberink
Stationery
Mohammed “Aggi” Bellafquih
Wafer Shield
Mohammed “Aggi” Bellafquih
16
Appendix B - Spells on a success. When the spell ends, the creature re-
verts to its previous disposition again, unless the GM
rules otherwise.
Breadskin At Higher Levels. When you cast this spell using
2nd-level biomancy* (*can be replaced with transmutation) a spell slot of 4th level or higher and use an action to
Casting Time: 1 action force an enraged creature to make a melee weapon
Range: Touch attack, you can force one additional enraged creature
Components: V, S, M (some uncooked dough) to make a melee weapon attack for each slot level
Duration: Concentration, up to 1 hour above 3rd.
Class: Bard, Ranger, Sorcerer, Tamer, Wizard
18
Appendix C - Creatures
Bread golems
Iron is tricky to shape, clay is brittle, and flesh is...
Breadnought
Large construct, neutral
messy. As far as substrates from which to make a
golem, bread is surely the most ubiquitous and easy Armour Class 15 (natural armour)
to shape. Bread golems are loyal, strong creatures that Hit Points 75 (10d10 + 20)
follow their internal programming to a fault. Speed 30 ft.
Invention. As every self-respecting golemancer STR DEX CON INT WIS CHA
knows, the instructions which give a golem purpose 17 (+3) 8 (-1) 14 (+2) 4 (-3) 6 (-2) 1 (-5)
must be written on the same substance as that which Damage Immunities poison, psychic
is used to craft the golem itself. Tattooed skin for a Condition Immunities charmed, exhaustion, frightened,
flesh golem, engraved metal for an iron golem, and paralyzed, petrified, poisoned
chiselled marble for a stone golem. The secret to Senses blindsight 60 ft. (blind beyond this radius), passive
bread golems’ creation was the invention of toasting; Perception 8
Languages Legalese
with this technology, written instructions could be
Challenge 3 (700 XP) Proficiency Bonus +2
placed onto bread, allowing the easy creation of large
numbers of strong workers. The Wizards of the Toast Charrable. If the breadnought takes fire or radiant damage,
guard this secret litigiously, suing any that come near its attacks deal an additional 2 (1d4) slashing damage on a hit
until it finishes a long rest.
they patented processes.
Immutable Form. The breadnought is immune to any spell or
Bakomancy. Mix ingredients, knead dough, form effect that would alter its form.
into desired shape, leave to prove in a humid environ- Magic Resistance. The breadnought has advantage on saving
ment, and then insert a magically infused bread-based throws against spells and other magical effects.
substance (typically flatbread) etched with toasted, Magic Weapons. The breadnought’s weapon attacks are
legally binding instructions into the dough golem’s magical.
head. Blast it with a pulse of biomantic energy and Soggy Bottom. If the breadnought comes into contact with 1
voilà! You have a functioning dough golem. For extra or more gallons of water in a single round, its speed is halved
longevity, be sure to fire the golem in a hot oven. This and its AC is reduced by 5 until the end of its next turn, or until
ensures a thick, protective crust, a slight increase in it takes cold or fire damage.
mobility, and a marginal gain in mental faculties.
Actions
Heat and Humidity. For such robust creatures, Multiattack. The breadnought makes two melee attacks.
bread golems are surprisingly susceptible to changes in
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
their environment. Water is their greatest enemy: too
12 (2d8 + 3) bludgeoning damage.
little and they become stale, too much and all internal
structure becomes a soggy mush. Fire, on the other
hand, can char and blister their exterior, producing
dangerous and unsightly carbonised spikes.
Breadnoughts
Breadnoughts comprise the mainstay of WotT’s en-
forcement squads. Their thick crust provides defence
against angry bakers, and their increased mobility lets
them chase down fleeing royalty-avoiders.
20
Dough Golems
Dough golems are unfired bread golems. Slower, less Swarm of Crumblings
well-armoured, and less intelligent than breadnoughts Medium swarm of Tiny constructs, neutral
or chargoyles, these creatures make for excellent
Armour Class 8
factory workers. In addition, the savings garnered by Hit Points 27 (5d8 + 5)
omitting the firing step more than make up for any Speed 25 ft.
decrease in speed.
STR DEX CON INT WIS CHA
12 (+1) 7 (-2) 12 (+1) 1 (-5) 3 (-4) 1 (-5)
Dough Golem Damage Immunities poison, psychic
Large construct, neutral Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Armour Class 8 Senses blindsight 60 ft. (blind beyond this radius), passive
Hit Points 45 (6d10 + 12) Perception 6
Speed 25 ft. Languages understands Legalese but doesn’t speak
STR DEX CON INT WIS CHA Challenge 1/2 (100 XP) Proficiency Bonus +2
16 (+3) 7 (-2) 14 (+2) 2 (-4) 4 (-3) 1 (-5) Charrable. If the swarm takes fire or radiant damage, its at-
tacks deal an additional 2 (1d4) slashing damage on a hit until
Damage Immunities poison, psychic
it finishes a long rest.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Immutable Form. The swarm is immune to any spell or effect
Senses blindsight 60 ft. (blind beyond this radius), passive that would alter its form.
Perception 7 Magic Resistance. The swarm has advantage on saving throws
Languages Legalese against spells and other magical effects.
Challenge 1 (200 XP) Proficiency Bonus +2 Magic Weapons. The swarm’s weapon attacks are magical.
Charrable. If the golem takes fire or radiant damage, its at- Soggy Bottom. If the swarm comes into contact with 1 or more
tacks deal an additional 2 (1d4) slashing damage on a hit until gallons of water in a single round, its speed is halved and
it finishes a long rest. its AC is reduced by 5 until the end of its next turn, or until it
Immutable Form. The golem is immune to any spell or effect takes cold or fire damage.
that would alter its form. Swarm. The swarm can occupy another creature’s space and
Magic Resistance. The golem has advantage on saving throws vice versa, and the swarm can move through any opening
against spells and other magical effects. large enough for a Tiny crumbling. The swarm can’t regain hit
Magic Weapons. The golem’s weapon attacks are magical. points or gain temporary hit points.
Soggy Bottom. If the golem comes into contact with 1 or more Actions
gallons of water in a single round, its speed is halved and Stabs. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
its AC is reduced by 5 until the end of its next turn, or until it the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
takes cold or fire damage. piercing damage if the swarm has half of its hit points or
Actions fewer.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
12 (2d8 + 3) bludgeoning damage.
22
Bread Dragon Doughling Magic Resistance. The dragon has advantage on saving throws
against spells and other magical effects.
Medium construct, lawful neutral
Magic Weapons. The dragon’s weapon attacks are magical.
Armour Class 12 (natural armour)
Soggy Bottom. If the dragon comes into contact with 1 or more
Hit Points 16 (3d8 + 3)
gallons of water in a single round, its speed is halved and its
Speed 30 ft., fly 30 ft. AC is reduced by 5 until the end of its next turn, or until it takes
STR DEX CON INT WIS CHA cold or fire damage.
13 (+1) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1) Actions
Saving Throws Dex +2, Con +3, Wis +2, Cha +3 Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Skills Perception +4, Stealth +2 4 (1d6 + 1) slashing damage.
Damage Immunities poison, psychic Breadth Weapon (Recharge 5–6). The dragon uses one of the
Condition Immunities charmed, exhaustion, frightened, para- following breadth weapons.
lyzed, petrified, poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Garlic Breadth. The dragon exhales foul-smelling gas in a
Languages Draconic, Legalese 15-foot cone. Each creature in the area must make a DC 11
Challenge 1 (200 XP) Proficiency Bonus +2 Constitution saving throw, taking 10 (3d6) poison damage
on a failed save, or half as much damage on a successful one.
Charrable. If the dragon takes fire or radiant damage, its attacks
Gluten Breadth. The dragon exhales thick, sticky gluten
deal an additional 2 (1d4) slashing damage on a hit until it
in a 20-foot line that is 5 feet wide. Each creature in that
finishes a long rest.
line must succeed on a DC 11 Dexterity saving throw or be
Immutable Form. The dragon is immune to any spell or effect restrained for 1 minute. A creature can use its action to make
that would alter its form. a DC 11 Strength (Athletics) check, freeing itself or a creature
within its reach on a success.
24
Adult Bread Dragon Actions
Huge construct, neutral Multiattack. The dragon makes two attacks: one with its Claws
Armour Class 16 (natural armour) and one with its Tail.
Hit Points 149 (13d12 + 65) Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
Speed 40 ft., fly 40 ft. 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit:
STR DEX CON INT WIS CHA 11 (1d12 + 5) bludgeoning damage.
21 (+5) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
Breadth Weapon (Recharge 5–6). The dragon uses one of the
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 following breadth weapons.
Skills Perception +8, Stealth +4 Garlic Breadth. The dragon exhales foul-smelling gas in a
Damage Immunities poison, psychic 60-foot cone. Each creature in the area must make a DC 17
Condition Immunities charmed, exhaustion, frightened, para- Constitution saving throw, taking 35 (10d6) poison damage
lyzed, petrified, poisoned on a failed save, or half as much damage on a successful one.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Gluten Breadth. The dragon exhales thick, sticky gluten in
Languages Common, Draconic, Legalese
a 60-foot line that is 10 feet wide. Each creature in that
Challenge 9 (5,000 XP) Proficiency Bonus +4
line must succeed on a DC 17 Dexterity saving throw or be
Charrable. If the dragon takes 10 or more fire or radiant damage restrained for 1 minute. A creature can use its action to make
in a single instance, its attacks deal an additional 3 (1d6) slash- a DC 17 Strength (Athletics) check, freeing itself or a creature
ing damage on a hit until it finishes a long rest. within its reach on a success.
Immutable Form. The dragon is immune to any spell or effect
that would alter its form.
Legendary Actions
Magic Resistance. The dragon has advantage on saving throws The dragon can take 3 legendary actions, choosing from the
against spells and other magical effects. options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Magic Weapons. The dragon’s weapon attacks are magical.
dragon regains spent legendary actions at the start of its turn.
Soggy Bottom. If the dragon comes into contact with 10 or more
Prove. The dragon gains 9 (2d8) temporary hit points.
gallons of water in a single round, its speed is halved and its AC
is reduced by 5 until the end of its next turn, or until it takes 10 or Rise. The dragon moves up to its flying speed.
more cold or fire damage in a single instance. Tail Sweep (Costs 2 Actions). The dragon swings its tail in a
wide circle. Each creature within 15 feet of it must succeed on
a DC 17 Dexterity saving throw or take 11 (2d10) bludgeoning
damage and be knocked prone.
26
Corporate Devils
With the invention of centralised trading platforms, finally collapsed, provided the devils with a swathe
esoteric derivatives, and gullible pension funds, corpo- of souls which had been promised as collateral. Now,
rate devils have flourished. These fiends hide behind theorists the world over postulate wild hypotheses as
layers of bureaucracy, using insider trading to crash to the prevalence and significance of these enormous
stocks, cause suffering, and create a desperate popu- monuments.
lace seeking safety. For the mere price of one’s soul,
these devils can assure financial security for the rest of Hasbrodeus
one’s days. Hasbrodeus is known by many titles: Count of Corpo-
Above all else, corporate devils desire control; they ratism, Lord of Legalese, Hated of the Homebrewers,
prefer to exploit others with devious contracts and Slayer of Fandoms, Waller of Gardens, Transactor of
capitalise on desperate bargains rather than simply Microns, the Deauthoriser, Colin Robinson. Halflings
eliminate those they view as competition. They rou- call it The Pinstripe Pursesnatcher, dwarves, the Cor-
tinely plot against respected humanoids of the Mate- roder of Gold, and even the elves of the Monastery of
rial Plane, specifically targeting the most innovative Hardheaded Singlemindedness revere Hasbrodeus’
visionaries, seeking to undermine their success and ability to listen and learn nothing.
replace it with chaos, anxiety, instability, and dread. Hard Headed. Notoriously, Hasbrodeus refuses
Pyramid Schemes. Corporate devils’ first foray into to solicit input from others (even its own allies) with
the Material Plane involved the building of pyramids. regards to its plans. It believes its personal experiences
The tiered business structure involved promising and ideas are superior and more than sufficient for
unrealistic returns on investment for the construction executing its schemes, despite the warnings it receives
of these edifices, and used the investment of later in response to leaks. This leads to severe, even fatal,
investors to pay off the earlier ones. This gave the consequences—both for itself and for those it sought
impression of a successful enterprise, and, when it all to manipulate.
Hasbrodeus, Count of Capitalism Reactions
Medium fiend (devil), lawful evil Alter Contract. After a creature that Hasbrodeus can see within
Armour Class 16 (natural armour) 30 feet of it takes an action, Hasbrodeus can re-write the rules.
Hit Points 71 (13d8 + 13) That creature can’t take that action again on its next turn.
Speed 40 ft. Cease and Desist (2/Day). Hasbrodeus casts counterspell using
Intelligence as the spellcasting ability.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 18 (+4) 6 (-2) 10 (+0) Legendary Actions
Hasbrodeus can take 2 legendary actions, choosing from the
Saving Throws Dex +3, Con +4, Wis +1
options below. Only one legendary action option can be used at
Skills Arcana +7, History +7, Perception +1
a time and only at the end of another creature’s turn. Has-
Damage Resistances acid, cold, fire; bludgeoning, piercing,
brodeus regains spent legendary actions at the start of its turn.
and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison Whip. Hasbrodeus makes one Corporate Lash attack.
Condition Immunities charmed, exhaustion, frightened, Revoke Contract. Hasbrodeus targets one creature it can see
poisoned within 15 feet of it. The creature must succeed on a DC 15 Cha-
Senses darkvision 120 ft., passive Perception 11 risma saving throw or be teleported to an unoccupied space
Languages Common, Infernal, Legalese, telepathy 120 ft. of Hasbrodeus’ choice that it can see within 30 feet of it. Until
Challenge 5 (1,800 XP) Proficiency Bonus +3 the end of that creature’s next turn, it can’t move or be moved
Decaying Weapons. Hasbrodeus’ weapon attacks are magical. within 15 feet of Hasbrodeus. A creature that can speak or
Hasbrodeus deals an extra 5 (2d4) necrotic damage when it hits read Legalese has advantage on this saving throw.
with a weapon attack (included in the attacks). Mythic Actions
Legendary Resistance (2/Day). If Hasbrodeus fails a saving throw,
If Hasbrodeus’ Venture Capital trait has activated in the last
it can choose to succeed instead.
hour, it can use the options below as legendary actions.
Venture Capital (Recharges after a Short or Long Rest). If Has-
Intellectual Theft (Costs 2 Actions). Hasbrodeus chooses one
brodeus would be reduced to 0 hit points, it summons spectral
action or bonus action a creature took during the previous
investors and its current hit point total instead resets to 71 hit
turn and takes that action or bonus action. If this was the
points, it recharges its SLAPP, and it regains any expended uses
Cast a Spell action, Hasbrodeus casts the same spell using
of Legendary Resistance. Additionally, Hasbrodeus can now use
Intelligence as the spellcasting ability (spell save DC 15, +7 to
the options in the “Mythic Actions” section for 1 hour. Award
hit with spell attacks). If the action involved a weapon attack,
a party an additional 1,800 XP (3,600 XP total) for defeating
Hasbrodeus summons a copy of that weapon to make the
Hasbrodeus after its Venture Capital activates.
attack. If the action involved a class feature, Hasbrodeus uses
Actions that same class feature. The GM has great latitude in decid-
ing how this works mechanically.
Multiattack. Hasbrodeus uses SLAPP, if available, and then makes
two attacks with its Corporate Lash. Mass Injunctions (Costs 2 Actions). Hasbrodeus targets any
number of creatures that it can see within 30 feet of it, con-
Corporate Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one
juring ribbons of ethereal red tape and forcing each creature
target. Hit: 4 (1d4 + 2) slashing damage plus 5 (2d4) necrotic
to make a DC 15 Intelligence saving throw. On a failure, a
damage.
creature takes 9 (2d8) psychic damage, it is afflicted by the
SLAPP (Recharge 4–6). Saving Throw: DC 15 Intelligence, range confusion spell, and its speed is halved until the end of its
60 ft., one creature. Failure: 7 (2d6) psychic damage and the next turn. On a success, a creature takes half as much damage
target is restrained by legal bonds that manifest as ethereal and its speed is halved until the end of its next turn. A crea-
chains. A creature restrained in this way gains 1 level of exhaus- ture that is confused can repeat the saving throw at the end
tion at the end of each of its turns. The restrained creature, of each of its turns, ending the effect on itself on a success. A
or a creature that has proficiency in History or that can speak creature that can speak or read Legalese has advantage on
Legalese within reach of a restrained creature, can use its action this saving throw.
to make a DC 15 Intelligence (History) check, freeing the re-
strained creature on a success. A creature fluent in Legalese has
advantage on this saving throw and check.
28
Hasbrodeus, Marquis of Misery Reactions
Medium fiend (devil), lawful evil Alter Contract. After a creature that Hasbrodeus can see within
Armour Class 17 (natural armour) 30 feet of it takes an action, Hasbrodeus can re-write the rules.
Hit Points 130 (20d8 + 40) That creature can’t take that action again on its next turn.
Speed 40 ft. Cease and Desist (2/Day). Hasbrodeus casts counterspell using
Intelligence as the spellcasting ability.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 20 (+5) 8 (-1) 12 (+1) Legendary Actions
Hasbrodeus can take 2 legendary actions, choosing from the
Saving Throws Dex +4, Con +7, Wis +3
options below. Only one legendary action option can be used at
Skills Arcana +9, History +9, Perception +3
a time and only at the end of another creature’s turn. Has-
Damage Resistances acid, cold, fire; bludgeoning, piercing,
brodeus regains spent legendary actions at the start of its turn.
and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison Whip. Hasbrodeus makes one Corporate Lash attack.
Condition Immunities charmed, exhaustion, frightened, Revoke Contract. Hasbrodeus targets one creature it can see
poisoned within 15 feet of it. The creature must succeed on a DC 17 Cha-
Senses darkvision 120 ft., passive Perception 13 risma saving throw or be teleported to an unoccupied space
Languages Common, Infernal, Legalese, telepathy 120 ft. of Hasbrodeus’ choice that it can see within 30 feet of it. Until
Challenge 9 (5,000 XP) Proficiency Bonus +4 the end of that creature’s next turn, it can’t move or be moved
Decaying Weapons. Hasbrodeus’ weapon attacks are magical. within 15 feet of Hasbrodeus. A creature that can speak or
Hasbrodeus deals an extra 7 (2d6) necrotic damage when it hits read Legalese has advantage on this saving throw.
with a weapon attack (included in the attacks). Mythic Actions
Legendary Resistance (3/Day). If Hasbrodeus fails a saving throw,
If Hasbrodeus’ Venture Capital trait has activated in the last
it can choose to succeed instead.
hour, it can use the options below as legendary actions.
Venture Capital (Recharges after a Short or Long Rest). If Has-
Intellectual Theft (Costs 2 Actions). Hasbrodeus chooses one
brodeus would be reduced to 0 hit points, it summons spectral
action or bonus action a creature took during the previous
investors and its current hit point total instead resets to 104 hit
turn and takes that action or bonus action. If this was the
points, it recharges its SLAPP, and it regains any expended uses
Cast a Spell action, Hasbrodeus casts the same spell using
of Legendary Resistance. Additionally, Hasbrodeus can now use
Intelligence as the spellcasting ability (spell save DC 17, +9 to
the options in the “Mythic Actions” section for 1 hour. Award
hit with spell attacks). If the action involved a weapon attack,
a party an additional 5,000 XP (10,000 XP total) for defeating
Hasbrodeus summons a copy of that weapon to make the
Hasbrodeus after its Venture Capital activates.
attack. If the action involved a class feature, Hasbrodeus uses
Actions that same class feature. The GM has great latitude in decid-
ing how this works mechanically.
Multiattack. Hasbrodeus uses SLAPP, if available, and then makes
two attacks with its Corporate Lash. Mass Injunctions (Costs 2 Actions). Hasbrodeus targets any
number of creatures that it can see within 30 feet of it, con-
Corporate Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one
juring ribbons of ethereal red tape and forcing each creature
target. Hit: 5 (1d4 + 3) slashing damage plus 7 (2d6) necrotic
to make a DC 17 Intelligence saving throw. On a failure, a
damage.
creature takes 13 (3d8) psychic damage, it is afflicted by the
SLAPP (Recharge 4–6). Saving Throw: DC 75 Intelligence, range confusion spell, and its speed is halved until the end of its
60 ft., one creature. Failure: 10 (3d6) psychic damage and the next turn. On a success, a creature takes half as much damage
target is restrained by legal bonds that manifest as ethereal and its speed is halved until the end of its next turn. A crea-
chains. A creature restrained in this way gains 1 level of exhaus- ture that is confused can repeat the saving throw at the end
tion at the end of each of its turns. The restrained creature, of each of its turns, ending the effect on itself on a success. A
or a creature that has proficiency in History or that can speak creature that can speak or read Legalese has advantage on
Legalese within reach of a restrained creature, can use its action this saving throw.
to make a DC 17 Intelligence (History) check, freeing the re-
strained creature on a success. A creature fluent in Legalese has
advantage on this saving throw and check.
30
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Legal
Alright folks, legalese is intimidating, especially when the corporation itself. No other terms or conditions may be applied to any Open Game
that made it seeks to undo 23 years of understanding. This first bit is Content distributed using this License.
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32